3dRudder Discuss Bringing Foot Control to PlayStation VR at CES 2019

Earlier this month 3dRudder announced a new version of its foot controller, designed to specifically work with PlayStation 4 and PlayStation VR. The company showcased the new design during CES 2019 last week and VRFocus caught up with 3dRudder’s CEO Stanislas Chesnais to learn more about the product and the company’s plans.

3drudder

3DRudder’s foot controller concept has already been out for a number of years, first appearing during CES 2016 prior to its launch that same year for PC-based virtual reality (VR) headsets. The purpose of its design is to solve several problems in VR related to movement.

Firstly there’s nausea. Not all VR users can deal with traditional smooth locomotion, usually having to revert to teleportation options and snap rotation in videogames that require a lot of wandering around. 3dRudder can help to solve this, as you are telling your feet to move in a certain direction even without walking. Secondly, because 3dRudder has to be used seated it allows movement in much more confined areas – great for those that don’t have room-scale space. This is especially pertinent when it comes to PlayStation VR, as the whole system – and most of the videogames – are designed around a seated experience.

Then you have the titles which only support PlayStation Move controllers. These tend to use a teleportation system if the experience features movement due to the lack of trackpad or stick on the motion controllers. 3dRudder allows for full locomotion whilst still being able to use PlayStation Move as normal.

3drudder

The PlayStation VR version features most of the same features as previous 3dRudder models, with a cabled plug’n’play input via USB so there’s no need to worry about batteries or syncing the controller to the console. There is one noticeable difference with the new design, and that’s the addition of the two extra fins on top. 3dRudder added these to aid players when they wanted to twist the device, ensuring their feet always stayed on the correct part of the controller.

Check out the interview below for further details. 3dRudder for PlayStation VR will first be available exclusively through the company’s online store, retailing for $119 USD/€119 EUR. You can pre-order the controller now with shipments taking place in April. For further updates, keep reading VRFocus.

Hands-on: 6DoF Tracker Free Control With FinchShift

When it comes to awesome immersive virtual reality (VR), one of the major factors VRFocus wants is freedom, complete wireless freedom to run around digital worlds to our heart’s content. And this is happening, not at lightning speed but it is still happening. But we’re not just talking about untethered headsets like Oculus Quest or HTC Vive Focus, it’s about freeing those last shackles like external sensors or tracking systems that lose a controller at a certain point. Which is where Finch Technologies comes in with its FinchShift controllers.

FinchShift

While tracking solutions like those found on Oculus Rift and HTC Vive are nice and accurate, you’re constrained to the room the sensors a located in. Which is why headsets like Windows Mixed Reality or Oculus Quest have inside-out tracking using cameras on the front to pinpoint where the controllers are and where the user is in the room (so you don’t bump into stuff). Again these have limits depending on where the lenses are and how many there are, so you might not be able to perform an action like grabbing an item from over your shoulder.

And what about devices like Oculus Go and Samsung Gear VR which don’t have any cameras on. They have 3 degrees of freedom (3DoF) control input, but that’s highly limiting when it comes to VR. During CES 2019 last week Finch Technologies showcased its solution, 6DoF, wireless controllers that don’t require additional cameras or wall mounted sensors.

This kind of feels like a fairy tale in its promise yet VRFocus found that the FinchShift controllers did exactly as described, supplying room-scale, 360-degree tracking with all the other fluff. This is achieved thanks to the latest IMU sensor technology by Bosch Sensortec. What this physically meant was a maximum of four parts to the entire system, depending on how much control you want. For example, the hand-controllers by themselves are in fact 3DoF, much like Oculus Go’s controller. The magic happens when users add the armband which also has the sensor tech inside. This instantly turns the 3DoF controller in 6DoF, on one arm, thusly for full immersive control, add another controller and armband – they’re actually called FinchTrackers – and you have full wireless freedom.

FinchShift

The demo Finch Technologies chose to use was very much like Fruit Ninja VR and incorporated the HTC Vive Focus, with a sword in one hand and a shield in the other, with the task being to slice up as many enemies as possible in the given time. Using all four units the system was calibrated by stretching your arms out straight and bring both controllers together.

The actual controllers themselves are very lightweight and comfortable to hold, with a really nice grip button nestled into the overall housing. The demo area was very small so swinging movements couldn’t be too outlandish. The videogame required a lot of very quick movements and while slower movements were accurately portrayed, there was some noticeable latency when wildly waving the sword around trying to hit a flurry of incoming opponents.

You may have also have noticed the white markers on each device. FinchShift actually has two calibration systems built in, the standard consumer version which VRFocus tried and found to be suitably accurate and then the enterprise-focused calibration which uses the markers. These are actually lights and can be used in conjunction with camera systems to fine tune the tracking calibration even further should a business need the increased accuracy for a particular use case.

FinchShift

From what VRFocus saw of FinchShift and the FinchTrackers, it looks to be one of the best systems yet to provide out-of-the-box room-scale control for a wide variety of VR and non-VR systems. It’s not cheap, with a full set costing $249 to pre-order. Yet new tech like this never is. It does on the other hand showcase what’s possible and what we all could be using in the next few years.

Pimax Interview: Discussing 8K, 5K Plus and the Year Ahead

Earlier this week VRFocus wrote a full hands-on of Pimax’s offerings at CES 2019, detailing what we thought of the 8K and 5K Plus headsets, as well as the eye-tracking and hand-tracking modules. The company was certainly at the show to impress, with a much larger stand than the previous year, plus there was the new US Head of Operations to talk to, Kevin Henderson.

Pimax 8K Series

With so much on display at CES 2019 Henderson had quite a bit to discuss, mainly focusing on an area both Pimax and consumers feel is important, logistics. Having originally started as a highly successful Kickstarter crowd-funding campaign, the company has a lot of backers to satisfy (just under 6,000 in total), concentrating on upping production to get those orders fulfilled. He notes several figures, claiming producing is at 200 units per day and climbing, while 135 units are being shipped per day, so Henderson expects most backers to get their headsets ‘pretty quick’.

At the same time, Pimax is expanding operations across the US (with plans for Europe as well) to ensure it can quickly and smoothly deal with any issues customers may come across. Should a headset need a repair or service of some kind, then Pimax aims to make sure customers only go days without their device rather than spending weeks going back and forth dealing with issues.

Pimax is solely concentrating on getting headsets out to buyers for the time being, with the modules sounding like they’re not going to be available just yet. All the Pimax headsets are modular, so you can add eye-tracking and hand-tracking as and when they become available.

Pimax controller

Henderson goes on to discuss features that have been or are going to be added such as being able to change the FoV, or changing colour and contrast. Then there’s the newly released Brainwarp 1.0 which is now live, and is essentially a similar Smart Smoothing algorithm, which is similar to Oculus’ “ASW” and SteamVR’s “Motion Smoothing”, with Pimax noting on a forum post: “With Smart Smoothing technique, our users are expecting to get good performance on GTX1070 or GTX2060 when playing most of the VR games with 8K or 5K+ headset.”

Check out the full interview below, and for further Pimax updates, keep reading VRFocus.

Hands-on: Dell Mobile Connect Brings Your Smartphone into VR With a Few Caveats

Keeping an eye on your phone when you’re in a VR headset is an absolute chore: place it in on vibrate in your pocket, glance at the screen through the gap between your nose and facial interface when it buzzes, and prop the headset on your forehead to respond to calls and text messages. To address this excruciating first-world malady, Dell is including a new VR function in its Mobile Connect software that lets you bring your entire Android phone—and some of your iPhone—into any VR app running on SteamVR.

Mobile Connect has been available exclusively to Dell and Alienware users for about a year now, downloadable on branded systems purchased after January 2018. Before now, Mobile Connect was intended for desktop and laptop users looking for a way to keep an eye on (and interact with) every notification from their Android or iOS smartphone, but it’s soon to include the most unique and clever use-case to date: smartphone integration with VR.

I got a chance to try out the software at CES 2019, getting a full demo of the VR side of Mobile Connect using a HTC Vive Pro and a pair of Android smartphones—one for my far-flung contact, and the other for me, which normally sits tight in my pocket so I can keep my notification anxiety in check.

Image courtesy Dell

In the demo, I learned how to wield the mighty virtual smartphone, which mirrors your Android phone’s screen via WiFi and transmogrifies it into a virtual doppelganger, letting you use the touchpad or analog stick on your VR controller to thumb through it like you might if it were in your hand. You can alternatively use the other controller as a laser pointer for finer interactions.

Propping the physical Samsung Galaxy S8 on the keyboard facing me, I was able to unlock the screen, open any app on the phone, respond to calls and talk through the headset’s integrated microphone and headphones. That last bit alone was the most impressive, as I’ve always hated simultaneously juggling my phone and motion controllers just to answer a quick call.

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All of this—without understatement—worked flawlessly in the demo. Not only could I do something as silly as open the camera app and take a selfie while in VR, I could more practically follow a YouTube link from a Facebook message and view it right then and there. While blowing the screen up to an impossibly large size and playing the mobile version of Fruit Ninja sitting in a photogrammetry scene of the Icelandic countrysideit struck me just how much I’d missed the sheer capability of my phone in VR.

Ok, maybe I won’t be playing a mobile version of Fruit Ninja when I could be playing the real VR version, Fruit Ninja VR (2016), but the fact that latency didn’t seem to break the illusion that I had my phone transported to Valve’s ever-impressive The Lab, well, that’s something worth mentioning.

Taking a selfie in VR, Image captured by Road to VR

Since Dell Mobile Connect VR is a disparate layer projected on top of the SteamVR app, your virtual phone can’t interact with other virtual objects, although you can anchor it to a position within the bounds of your guardian system and leave it there. Effectively, this lets you rifle through your email while flying the long and boring trade routes of Elite Dangerous, or furtively glancing at a floating NHL hockey game in the middle of an Onward firefight. Also, because it’s a local layer you won’t be able to show other VR users what you’re looking at.

Image courtesy Dell

Moving on to notifications: If I didn’t want to get handsy with the virtual phone, I could also banish it with the click of the Vive controllers menu button, allowing me to solely rely on the incoming notifications which are displayed at the lower register of the 3D environment. I found this much more useful than operating the virtual phone itself, giving me the ability to quickly send out the preset message “I’m in VR. Talk to you later.” or a custom preset like “I’m in VR. Your problems are more boring and less important to me than playing that K-POP level on Beat Saber.” You can of course type that out using SteamVR’s virtual keyboard on the fly, but the message may be useful more than once during your gaming session. This goes for regular SMS text messages and other messaging apps like WhatsApp.

Something that’s coming at launch, presumably sometime in the near future (still no word on exactly when), is voice commands. I didn’t get a chance to try these out, although I was told that it would work like Cortana, Siri, or Google Assistant, but with a flair for accessibility commands like “Call Mom,” or “Tell Bob congratulations on the new baby.” I can’t really imagine needing it since I rarely ever use my various digital voice assistants that way, but it could be a nice touch.

Image courtesy Dell

The big issue with Dell Mobile Connect is pretty obvious: only recent model Dell and Alienware computers need apply. This, I was told by a Dell spokesperson, wasn’t based on dogma or for the blatant sake of brand exclusivity, but rather to make sure every supported computer can both mirror the Android phone’s screen in the lowest possible latency via WiFi, and stream audio and receive notifications via Bluetooth. Dell understandably knows every WiFi and Bluetooth antenna in each of its computers, so it stands to reason that the company would first create for those and work on edge cases later, including Dell and Alienware computers older than January 2018. That said, not all computers have built-in Bluetooth, so it’s clear Dell has some room to speak here in its opening bid for supposed incidental exclusivity.

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The same Dell spokesperson told me that similar to Alienware Control Center, a proprietary software for managing Dell hardware, that the company isn’t opposed to eventually making the software available on non-Dell computers. The parallels here aren’t exactly 1:1 though, as Alienware Contol Center is specifically for Dell accessories, and isn’t some charitable piece of freeware. For now, the company is offering the VR part of the software in beta exclusively on recent Dell and Alienware computers as it addresses intermediary edge cases in mobile phone model compatibility and the aforementioned PC hardware. The spokesperson stressed to me that ‘this isn’t a product’ and there was still more work to be done.

Notice how I’ve been talking a lot about Android phones? The companion mobile app is compatible with Android 5.0 and above, and iOS 10 and above, although that last bit has an asterisk. Thanks to the locked-down nature of iOS, Dell wasn’t able to include screen mirroring on iOS devices, however responding to first and third-party apps via the SteamVR menu and virtual keyboard is supposed to work just like it does on Android. There wasn’t an iOS device at the demo, so I can’t be sure, but iOS device owners using the non-VR app seems to like it well enough, giving it an aggregate [4.1/5] stars on the App Store.

I also never got a chance to see the software in action in a game without teleportation, so I can’t say for sure how well a game with smooth locomotion could affect the app’s performance in the event you actually want to move around while having your phone anchored to a fixed point in the game. I wouldn’t suspect it would change by much, although it’s certainly something to keep an eye on when the update finally releases at some point. Again, we still don’t know exactly when.

In the end, I got the impression that Dell Mobile Connect VR was the result of a small, but focused team. To my knowledge, there’s no secret sauce that wouldn’t make this a viable project, possibly even an open sourced one, for a similarly minded group looking for some name recognition. If Dell does drag their feet in releasing to other PC brands in the near future, we’ll be keeping our eyes out for the next best thing, because the concept is just too awesome to foist on a niche of a modest, but burgeoning userbase.

The post Hands-on: Dell Mobile Connect Brings Your Smartphone into VR With a Few Caveats appeared first on Road to VR.

Tobii Discusses its Latest Eye Tracking Advancements from CES 2019

When HTC Vive held its CES 2019 press conference last Monday the company made one of the biggest virtual reality (VR) announcements of the show, the HTC Vive Pro Eye. A new VR headset with built-in eye-tracking supplied by Tobii, VRFocus then caught up with the eye-tracking specialist to learn more.

Speaking to President, Chief Executive Officer and co-founder of Tobii, Henrik Eskilsson, he described how CES 2019 and the past year had been fantastic for the company thanks to partnerships with Alienware and HTC Vive, alongside seeing wider use cases for eye-tracking technology.

Eskilsson goes on to explain some of the fundamental use cases for eye-tracking, and why it can be inherently useful for VR headsets. It’s a topic VRFocus has keenly covered several times in the past. Firstly, eye-tracking can help to provide a far more realistic and natural approach to digital avatar interaction, being able to gauge what a user’s eyes are doing is a fundamental form of social interaction, knowing if someone is happy or sad for example.

Then there’s the tech use, or more precisely, foveated rendering. It’s a process which helps reduce the graphical load on a GPU by only rendering in maximum detail where someone is looking. While in their peripheral vision the quality is reduced, thus helping less powerful GPU’s run complex scenes or powerful GPU’s make a scene look even better.

There are of course other use cases such as using eye-tracking as a selection tool in menu’s for example, or for those who may not have much or any use of their arms.

HTC Vive Pro Eye

Check out the video below to find out more about Tobii’s latest eye tracking efforts. VRFocus’ video producer Nina also went hands-on with the new HTC Vive Pro Eye headset finding out how good the integration between Tobii and HTC Vive Pro was. The HTC Vive Pro Eye is being targeted towards enterprise rather than the consumer market. There’s still no word on cost, but it is due for release sometime in Q2 2019.

Tobii and HTC Vive weren’t the only ones showcasing integrated eye-tracking at CES 2019, with Pimax and 7invensun demoing their wares. For more eye-tracking related updates, keep reading VRFocus.

Founded by CERN Engineers, CREAL3D’s Light-field Display is the Real Deal

Co-founded by former CERN engineers who contributed to the ATLAS project at the Large Hadron Collider, CREAL3D is a Switzerland-based startup that’s created an impressive light-field display that’s unlike anything in an AR or VR headset on the market today.

At CES last week we saw and wrote about lots of cool stuff. But hidden in the less obvious places we found some pretty compelling bleeding-edge projects that might not be in this year’s upcoming headsets, but surely paints a promising picture for the next next-gen of AR and VR.

One of those projects wasn’t in CES’s AR/VR section at all. It was hiding in an unexpected place—one and half miles away, in an entirely different part of the conference—blending in as two nondescript boxes on a tiny table among a band of Swiss startups representing at CES as part of the ‘Swiss Pavilion’.

It was there that I met Tomas Sluka and Tomáš Kubeš, former CERN scientists and co-founders of CREAL3D. They motioned to one of the boxes, each of which had an eyepiece to peer into. I stepped up, looked inside, and after one quick test I was immediately impressed—not with what I saw, but how I saw it. But it’ll take me a minute to explain why.

Photo by Road to VR

CREAL3D is building a light-field display. Near as I can tell, it’s the closest thing to a real light-field that I’ve personally had a chance to see with my own eyes.

Light-fields are significant to AR and VR because they’re a genuine representation of how light exists in the real world, and how we perceive it. Unfortunately they’re difficult to capture or generate, and arguably even harder to display.

Every AR and VR headset on the market today uses some tricks to try to make our eyes interpret what we’re seeing as if it’s actually there in front of us. Most headsets are using basic stereoscopy and that’s about it—the 3D effect gives a sense of depth to what’s otherwise a scene projected onto a flat plane at a fixed focal length.

Such headsets support vergence (the movement of both eyes to fuse two images into one image with depth), but not accommodation (the dynamic focus of each individual eye). That means that while your eyes are constantly changing their vergence, the accommodation is stuck in one place. Normally these two eye functions work unconsciously in sync, hence the so-called ‘vergence-accommodation conflict’ when they don’t.

More simply put, almost all headsets on the market today are displaying imagery that’s an imperfect representation of how we see the real world.

On more advanced headsets, ‘varifocal’ approaches dynamically shift the focal length based on where you’re looking (with eye-tracking). Magic Leap, for instance, supports two focal lengths and jumps between them as needed. Oculus’ Half Dome prototype does the same, and—from what we know so far—seems to support a wide range of continuous focal lengths. Even so, these varifocal approaches still have some inherent issues that arise because they aren’t actually displaying light-fields.

So, back to the quick test I did when I looked through the CREAL3D lens: inside I saw a little frog on a branch very close to my eye, and behind it was a tree. After looking at the frog, I focused on the tree which came into sharp focus while the frog became blurry. Then I looked back at the frog and saw a beautiful, natural blur blossom over the tree.

Above is raw, through-the-lens footage of the CREAL3D light-field display in which you can see the camera focusing on different parts of the image.

Why is this impressive? Well, I knew they weren’t using eye-tracking, so I knew what I was seeing wasn’t a typical varifocal system. And I was looking through a single lens, so I knew what I was seeing wasn’t mere vergence. This was accomodation at work (the dynamic focus of each individual eye).

The only explanation for being able to properly accommodate betweentwo objects with a single eye (and without eye-tracking) is that I was looking at a real light-field—or at least something very close to one.

That beautiful blur I saw was the area of the scene not in focus of my eye, which can only bring one plane into focus at a time. You can see the same thing right now: close one eye, hold a finger up a few inches from your eye and focus on it. Now focus on something far behind your finger and watch as your finger becomes blurry.

This happens because the light from your finger and the light from the more distant objects is entering your eye at different angles. When I looked into CREAL3D’s display, I saw the same thing, for the same reason—except I was looking at a computer generated image.

A little experiment with the display really drove this point home. Holding my smartphone up to the lens, I could tap on the frog and my camera would bring it into focus. I could also tap the tree and the focus would switch to the tree while the frog became blurry. As far as my smartphone’s camera was concerned… these were ‘real’ objects at ‘real’ focal depths.

Through-the-lens: focusing on the free. | Image courtesy CREAL3D

That’s the long way of saying (sorry, light-fields can be confusing) that light-fields are the ideal way to display virtual or augmented imagery—because they inherently support all of the ‘features’ of natural human vision. And it appears that CREAL3D’s display does much of the same.

But, these are huge boxes sitting on a desk. Could this tech even fit into a headset? And how does it work anyway? Founders Sluka and Kubeš weren’t willing to offer much detail on their approach, but I learned as much as I could about the capabilities (and limitations) of the system.

The ‘how’ part is the least clear at this point. Sluka would only tell me that they’re using a projector, modulating the light in some way, and that the image is not a hologram, nor are they using a microlens array. The company believes this to be a novel approach, and that their synthetic light-field is closer to an analog light-field than any other they’re aware of.

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Sluka tells me that the system supports “hundreds of depth-planes from zero to infinity,” with a logarithmic distribution (higher density of planes closer to the eye, and lower density further). He said that it’s also possible to achieve a depth-plane ‘behind’ the eye, meaning that the system can correct for prescription eyewear.

The pair also told me that they believe the tech can be readily shrunk to fit into AR and VR headsets, and that the bulky devices shown at CES were just a proof of concept. The company expects that they could have their light-field displays ready for VR headsets this year, and shrunk all the way down to glasses-sized AR headsets by 2021.

At CES CREAL3D showed a monocular and binocular (pictured) version of their light-field display. | Photo by Road to VR

As for limitations, the display currently only supports 200 levels per color (RBG), and increasing the field of view and the eyebox will be a challenge because of the need to expand the scope of the light-field, though the team expects they can achieve a 100 degree field of view for VR headsets and a 60–90 degree field of view for AR headsets. I suspect that generating synthetic lightfields in real-time at high framerates will also be a computational challenge, though Sluka didn’t go into detail about the rendering process.

Through-the-lens: focusing on the near pieces. The blur scene in the background is not generated, it is ‘real’, owed to the physics of light-fields. | Image courtesy CREAL3D

It’s exciting, but early for CREAL3D. The company is a young startup with 10 members so far, and there’s still much to prove in terms of feasibility, performance, and scalability of the company’s approach to light-field displays.

Sluka holds a Ph.D in Science Engineering from the Technical University of Liberec in the Czech Republic. He says he’s a multidisciplinary engineer, and he has the published works to prove it. The CREAL3D team counts a handful of other Ph.Ds among its ranks, including several from Intel’s shuttered Vaunt project.

Sluka told me that the company has raised around $1 million in the last year, and that the company is in the process of raising a $5 million round to further grow the company and its development.

The post Founded by CERN Engineers, CREAL3D’s Light-field Display is the Real Deal appeared first on Road to VR.

Going Hands-on With Pimax 8K, 5K Plus and Everything in Between

Virtual reality (VR) headset manufacturer Pimax made some major waves in the industry when it first launched a Kickstarter crowd-funding campaign back in 2017, managing to smash its funding goal of $200,000 USD by raising a whopping $4.2 million. It promised a lot, wider field of view (FoV) and improved resolution over rivals like Oculus Rift and HTC Vive just two of the features. VRFocus first got its hands on the headset during CES 2018, and plenty has happened since then with the 5K version being superseded by the 5K Plus. So with orders now being fulfilled, it was time to take a closer look at what Pimax was offering. 

Pimax 8K Series

Straight away it was easy to tell Pimax was taking CES 2019 even more seriously than the previous year. The stand had grown from a single prototype Pimax 8K headset on display to a booth with five demo areas, each showcasing different parts of the Pimax ecosystem.

Pimax 5K Plus

First up, the $699 Pimax 5K Plus, likely to be the more popular of the two as it’s cheaper and doesn’t need as powerful a PC to run. Straight away impressions were good, yes the headset is wider than rivals and feels a little more front heavy but what you get in return is exactly what VR enthusiasts have been after. That wider 200-degree FoV just seems to wrap around your vision – like when the curtains at a cinema open wider for the feature presentation – presenting even more of a VR visual treat for users to enjoy.

And then there are the screens (not just the resolution), providing a rich, and detailed environment, with colours that popped and no discernable sign of screen door effect. Unlike CES 2018, this time Pimax had several experiences to test the headsets out with, with underwater title theBlu first up as it was used the previous year. And what a difference a year makes. This may have been on the 5K Plus – instead of the 8K in 2018 – but theBlu had never looked better, almost as if you’re inside a David Attenborough documentary at the bottom of the ocean.

However, standing there and admiring the view is one thing, handling some fast-paced action is another challenge entirely. Thankfully, due to Pimax’s SteamVR support, there was some Beat Saber to hand. Using standard HTC Vive controllers – the setup also featured Steam Tracking 2.0 – the headset easily handled the frantic rhythm action title, with its dazzling light show and continuous block movement. It didn’t have the punch or wow factor of theBlu, yet it was more the speed that VRFocus was interested in and whether that created any unwanted aberrations.

Pimax 8K Series

Pimax 5K Plus Hand Tracking

Having put the Pimax 5K Plus through some basic paces it was time to check out the two modules the company was showcasing. Firstly there was the hand tracking module which can be attached to the front of either headset. With the tech supplied by Leap Motion, if you’ve ever used a Leap Motion product you’ll know what’s being offered here.

The was no interactive demo as such, nothing to pick up, point to or touch, just some very trippy hand visuals that you could wave about in front of your face. Leap Motion’s tech is decent enough that it can detect individual finger movements, and the sensors FoV is wide enough that you shouldn’t have trouble using your hands at the Pimax screens widest points.

It was a shame there wasn’t more to actually do, but then again the modules are still in development so Pimax possibly didn’t want to push the tech too far on this very public outing – although Leap Motion isn’t exactly new anymore.

Pimax 5K Plus Eye Tracking

And so onto the eye tracking part of the stand. Where the hand tracking failed with a rubbish demo, the eye tracking improved greatly. Provided by 7invensun, the eye tracking test was essentially a game of whack-a-mole, where you had to hit the little critters popping up just by looking at them.

This proved to be a great little trial as it tested both the speed and accuracy of 7invensun’s technology. After a quick calibration – which is always the same, look at several dots one after the other – it was time to start giving those moles the evil eye. For the most part – around 90 percent of the time – the eye tracking worked exactly as you’d hope, keeping up as the gaze flitted between the digital moles in rapid succession.

There were only two or three times when a mole wouldn’t ‘pop’ and disappear, needing to look at another mole before looking back. While further testing would be needed to really put the eye tracking through its paces, what was offered certainly proved to be an impressive stepping stone.

Pimax controller

Pimax 5K Plus BE

Time for the headset most consumers aren’t going to get a look at, the Pimax 5K Business Edition (BE). There will, in fact, be a Pimax 8K BE version as well but this wasn’t on display. There are two big differences between the consumer Pimax 5K Plus and the Pimax 5K BE, and they are price and screen – plus companies also get additional warranties and after-sales service. The Pimax 5K BE retails for $999 and comes with an OLED screen rather than the CLPL (Customized low persistence liquid) found in the other two.

Did the OLED display look good in comparison? It certainly seemed impressive, with the sort of bold colours and detail you’d expect of an OLED. But there wasn’t enough of a difference that you’d want to spend the extra cash just for the display, the normal Pimax 5K Plus does a good enough job.

Pimax Controller

Looking like an almost exact replica of the Steam Knuckles controllers, VRFocus had hoped to test the Pimax version. Unfortunately, the controllers at the stand were only basic prototypes, the buttons had travel, and the strap that tightens around the back of the hand worked but nothing else.

In terms of comfort, the controllers felt great, with easy access to the grip and trigger and the strap held the controller nicely in place when trying an action such as throwing. Plus they seemed nicely weighted even though they do look bulky. Until VRFocus can actually try the controllers with a VR experience we’ll hold off any further judgement until then.

Pimax Lifestyle image_2

Pimax 8K

And finally the main event, the headset that put the company on the map, the Pimax 8K. Looking no different from its brethren from the outside, the top end version should have rival headsets a little worried.

Boasting 2 x 3840×2160,16.6 Million pixels in total, the detail was everything you could hope for. Once again testing it with theBlu, there was a noticeable jump in quality over the 5K Plus – which you’d hope for – making the underwater environment look like you were staring directly into an aquarium. It’s like trying to describe VR to someone who hasn’t put a headset on, there’s just more of everything apart from the one thing you don’t want, screen door.

Having that much resolution just gives you so much detail, encouraging you to peer at and into objects even more than normal, as it all looks so vivid and spectacular. Switching to The Elder Scrolls V: Skyrim VR had a similar effect with Bethesda’s epic fantasy adventure looking even better – the headset possibly pushing the title a little too far at points.

Pimax looks to be coming into its own in 2019, with the next 12 months likely to make it a serious contender in the VR market. VRFocus will be keenly following the company’s progress, and will eventually bring you a more in-depth analysis.

CES 2019: Interview With Pimax On 8K Headset, Controllers, Shipping Issues, More

ces 2019 pimax interview

At CES 2019 last week we had the chance to interview Pimax Head of US Operations Kevin Henderson. We asked him about a range of topics from their headset, controllers, shipping issues, and future plans.

Here’s what Kevin told us:

What have you learned from the development process?

There’s always ups and downs in production, especially when it’s a new & unique product. The Pimax is a new & unique product in a lot of ways.

We’ve had all sorts of firmware and software revisions to get it fully compatible with the existing literally thousands of applications out there.

You’re expecting to be able to fulfill Kickstarter orders within the next few months, is that right?

We’re running way ahead of that. We’ve been setting records almost every day on production. We actually have some days where we break 200 units in a day.

So we’re talking having all of the units shipped by mid next month for everyone.

How quickly can I get a Pimax? Today if I haven’t ordered one, what’s the soonest you think it could arrive?

If you ordered one today, you’d probably expect to get it in late February or early March.

In April and moving forwards you’re going to see where we have fast shipments where you order it and then you get it, and you don’t have to wait.

When can consumers get the Pimax controllers in their hands?

The first 100 are going out at the end of April. What we’ve done is we’ve scheduled a lull after those first 100 go out, and if we get the green light at that time we’ll ramp up production. If there are changes that need to be made, we’ll make the changes.

But if someone was banking on wide production release, this summer would be a good bet.

If someone has a HTC Vive could they just buy the controllers and have it work with their headset?

We’re talking about that. Having full driver support is a HTC and Valve thing. But that said, Valve is helping us and they are supporting us. We’ll have to what level of support they implement- I don’t know. But we’re hoping we can get 100% feature level support.

Of course if they don’t, we will implement that ourself if we can.

Do these controllers use SteamVR tracking, and are they compatible with SteamVR?

They do. And I will say our prototypes do work with most games right now. When we’re doing our various testing they do show compatibility with most things. Getting that to be a very wide variety is key, and we don’t want to release anything where people wonder why it doesn’t work with popular titles.

We’ve got literally thousands of titles to go through to make sure we have good support, and that’s one of the things we’re doing.

What is the cause of the lens peripheral distortion issue and how are you trying to solve it?

There are issues inherent to angled displays. It’s a very difficult problem to totally overcome. The reason is that eye geometry for different people is different, so different people are going to perceive differently. But that said, we have been improving our algorithms [to incorporate] when you set your IPD [so] it’s also adjusting our algorithms for distortion correction. And that’s one way we’re able to combat that, and that’s why when you see it today it is a lot better than it was a month or two ago.

And you’ll notice that the contrast and colors are better than they were then too. We also have a brightness setting that’s part of our configuration tool just released which lets you get much darker blacks than was possible before. And we’re introducing additional tools. Today we introduced our beta of our BrainWarp tool which is a bit like ASW.

So what we’re trying to do is put out a really nice package that addresses all of the various issues that you could potentially have, including things with the edges. Can we totally get rid of it at any point? Probably not. Eye tracking is a very good solution for that kind of thing, and since all the backers are going to get eye tracking for free, I think many of them will see some very nice benefits from that.

Closing Remarks

I’m a big fan of your publication- I read it all the time. Keep up the good work.

I’m a fan of VR- I just want to see VR do well. That means Oculus, that means HTC, that means Pimax. We need to all work together. This is an industry that’s growing. A lot of people don’t necessarily agree with that but I can tell you the level of interest we have had is over the top. I’m very excited.

Some questions & answers have been paraphrased for better readability. Please see the full video interview above for original wording.

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CES 2019: A Recap of the Latest VR & AR Tech

Last week was CES 2019 – as if you didn’t know already – the biggest technology event in the world, held in Las Vegas every year. It’s a week where companies from around the globe showcase their latest wares, from early prototypes to products that’ll be available over the course of the next year. VRFocus was there to check out the very latest in virtual reality (VR), augmented reality (AR) and mixed reality (MR) gadgets and gizmo’s, so here’s a little round up of what was on display.

For those who say VR is a dead gimmick then they’ve obviously not been to CES and its dedicated VR & Gaming area in the South Hall. The place was packed with interesting innovations, from new headsets, to tracking solutions and much much more. There was also the Sands Convention, playing host to even more booths, with the Eureka Park area, in particular, a bewildering array of small booths showcasing a myriad of different ideas, like being in the beating heart of the tech industry.

It was in these hallowed halls that VRFocus came across companies like Ximmerse and its AR headset, or better known Pimax with its 5K Plus and 8K head-mounted displays (HMDs). FinchShift was proudly demoing its new wireless 6DoF controllers, and Qualcomm had its prototype headset on display. AntiLatency is a company working on positional tracking that can be attached to a range of devices, while 3dRudder was at the show to demo its new foot controller for PlayStation VR.

On the AstroReality booth the company displayed its new AR education tech for learning about the solar system, then we had a play with Orqa’s upcoming FPV.One headset designed for drones. Away from the show VRFocus went hands-on with The VOID and Ralph Breaks VR and saw the Hurricane 360 VR ride. Pico was on hand with is new enterprise-focused G2 4K standalone headset, and Blueprint Reality displayed its latest MR video making software MixCast Moments.

Ralph Breaks VR
Image Credit: ILMxLAB

There’s even more than that so check out the video below for VRFocus’ recap. We will be bringing more in-depth write-ups of the tech on display, so check back every day for more exciting VR and AR news.

DisplayLink: Referenzdesign eines Drahtlosadapters für Oculus Rift vorgestellt

Auf der diesjährigen CES 2019 präsentierte DisplayLink das Referenzdesign eines neuen 60-GHz-Drahtlosadapters für die Oculus Rift. Das Zusatzmodul soll ebenso für andere VR-Brillen adaptierbar sein.

DisplayLink – Referenzdesign eines Drahtlosadapters für Oculus Rift vorgeführt

HTC veröffentlichte bereits eine Drahtloslösung für die HTC Vive und HTC Vive Pro, welche eine kabellose VR-Nutzung ermöglichtDisplayLink war an der Entwicklung dieser Drahtloslösung beteiligt, denn die Technologie basiert auf dem gleichnamigen XR-Modul, einem WiGig-60-GHz-Standard zur Übertragung eines 4K-Videosignals. Nun präsentierte das Unternehmen auf der CES 2019 eine neue Variante des Adapters für die Oculus Rift.

Der bisherige Prototyp nutzt dieselbe WiGig-Grundlage und ist mit dem USB- und HDMI-Anschluss der Rift kompatibel. Dennoch handelt es sich dabei bisher nur um ein Referenzdesign, die Anpassung an andere VR-Brillen wäre also durchaus noch möglich. Im Gegensatz zur bereits veröffentlichten Vive-Version ist der Akku im neuen Adapter direkt in der Hardware verbaut und muss nicht separat am Körper getragen werden.

Mit dem TPCast ist übrigens schon ein ähnlicher Adapter käuflich zu erwerben. Ob der neue DisplayLink-Adapter diesen in puncto Performance und Komfort übertreffen wird, bleibt zunächst abzuwarten.

(Quelle: Road to VR)

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